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| Corporal ![]() | well we'll start with pros cons.... obviously there is a lot of power in this unit but at the same time it is useless unless you start in a bennificial possition. one way arround this is to use lascannons 48" range but the down side to this if once you add the 35 points for the team to the 25 points per for three lascannons your sitting at 110 points for 6 guys and there guns. this can be compinsated for though by having a nereby AFS to pick up the weapons if the team is distroyed sense anyone can pick up a weapon once it's origional owner is killed. stratagy and mobilization the main reason for not using this unit is the "move or fire" rule inherint in this type of weapon. there is one stratagy that can be employed by anyone wanting a way to counter this. try fielding two units lets say for the sake of argument two lascannons and a missel launcher. 6 weapons... deploy both units side by side and in the movement phase only move one, for the sake of this thread well call this unit s1 and the currently unmoved unit s2. at the next 2 movments leave s1 in place and move s2 in the same way. in this way the stationary squad will provide cover fire for the moving squad. note that if you use this stratagy the weapons i put here are the best i've found. this is because the lascannons can take out the front armour on almost any vehicle and the missle launcher even with the small template can take out small numbers of troops giving the lascannons a few loose units to clean up. in pairs against mass attack like a whole unit of genestealers. ide use a tank in the area as a base of fire and use both units to fire instead of moving one. the next turn you can begin moving again. if used properly this motion can be used effectivly to sweep the board taking out numbers of units from all sides the whole way. annother thought on single teams when using single trams i like deploying them next to a vehicle too provide fire for them like a leman or a bassy. if you use a bassy try to deploy the unit under the earthshaker cannon keep track of movment and direction and you'll have a base for guess range.. any other thouhgts follow hope this is helpful more to follow |
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| | #2 (permalink) |
| Corporal ![]() Join Date: Jan 2007 Location: Back in NYC
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| One squad cannot pick up another's weapons. That rule is referring to other models in the squad that carried the weapon. I also find the dilemma inherent in support squads. You have very expensive units of 6 guardsmen and begin taking really serious hits to your effectiveness after 4 casualties. It can be very difficult to prevent damage to that. Luckily a lot of people just shoot at the closest squad half the time but savvy players can kill your points sink.
__________________ "Only the insane have strength enough to prosper, only those that prosper may truly judge what is sane." |
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| | #3 (permalink) |
| Corporal ![]() | so to start thanks for the rule correction. i understand they are expensive I want to wright forums on here and guides for IG sense I know this is one of the harder units to use in the standard list I thought I would start with it. personally I would rather see someone max out on ratlings or use a unit of storm troopers for the same cost. my pourpus for wrighting this was to expound on a way to make it work where you going to do it. this article contains a few tricks i have picked up that worked for me the times i have used this unit |
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| | #4 (permalink) |
| Corporal ![]() Join Date: Jan 2007 Location: Back in NYC
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| Yeah, it was a good article. Unit hopping is a tactic that I love throughout my Guard units. Moving the Heavy Weapons Teams is entirely based on the tactical outlook of the game and unit hopping is the way to move them if they are at all threatened.
__________________ "Only the insane have strength enough to prosper, only those that prosper may truly judge what is sane." |
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